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Ursaring is surely a beast! it has one of the highest attack stats in the game! It has also one of the best abilities in the game under the form of GUTS! A guts boosted attack stat will reach 195 which means ursaring is about to smash opponents one by one. To top it all, ursaring has access to facade a normal type attack that doubles in power if ursaring has a status on it! Let's do some boring math: 70*1.5*2= 210!!! Look at that devastating power! A 210 BP attack coming from a 195 attack stat (with no investment) will surely at least severely damage everything in it's path! One would ask: how could one ever stop this thing and why it is not OU?

The answer is sadly pretty simple! While ursaring has that monstrous attack, it cannot claim to be one of the best pokemon competitively because of it's other stats. while 90 HP is pretty solid, base 75 on both defenses means that it cannot take too many hits. But, what breaks ursaring the most is that aweful speed that ensure ursaring will take a hit before attacking, and if that hit was super effective or decently strong will surely severely hurt it. Add to that, the damage from the status and the lack of recovery or a priority move and we have a frail very powerful pokemon that has very low chance of attacking several times! Ursaring also suffers from a little predictibility as almost all ursaring will be having guts, flame orb, facade, and protect in the movepool!

All in all, ursaring needs support to fuction well! Trick room is very important as it will allow it to move first and probably OHKO the opposing pokemon with facade or another move. Double screen also help supporting ursaring by doubling it's defenses making it extremely hard to kill! Under all right circumstances, ursaring will always devastate opponent teams.

On another note, ursaring has also access to quick feet, a similar ability to guts but boosts speed instead! I don't know why one would use this cause even with a boosted speed ursaring will still be outsped by too many other pokemon and will still be hit by priority attacks especially mach punch and vacuum wave. To top it off, usraring must hold the toxic orb, for the flame orb will ruin ursaring's only usable stat, which means less time on the battlefield.

Unnerve is pretty useless! maybe just usable against harvest exeggutor or tropius, but still, this is a major loss for ursaring's true potential!

One the usable movelist:
-Facade is a must! With this option available, all other normal type attacks pale in comparison.
-Protect is also a must for ensuring you get the guts boost!
-Hammer arm is a strong attack which lowers speed. This reduction will not be that bad for ursaring, in fact, it will be great if trick room is up!
-Superpower is a really strong attack but lowers attack and defense. Better switch out after you attack!
-Close combat is the same as the above but lowers special defense instead of attack. still better you switch out!
-Substitute and focus punch is a deadly combination that punishes someone who decides to set up on ursaring! On the negative side, if the opponent decides to attack and end up with less that 25% HP, your ursaring is practically dead!
-Earthquake is a staple ground type attack that can replace the fighting type attack if you don't like the side effect of the moves. This is a strong, trustworthy and side effect free attack!
-Shadow claw or night slash will achieve perfect coverage with the other moves by hitting ghost types super effectively that are immune to facade and fighting type attacks as well as earthquake in the case of haunter. They also have a high chance of a critical hit.
-Stone edge will achieve perfect coverage with earthquake. It also has a high chance of a critical hit which is a great deal against walls! it's only downfall is that 80% accuracy!
-Crunch is more powerful than shadow claw but without the high chance of critical hits. It also achieve perfect coverage with the fighting type attack however!
-Avalanche is arguably one of the strongest unstabbed attacks ursaring has access to since it will always move after the foe which means if it gets hit, avalanche doubles in power. Ice also has great coverage but this move is rather unreliable. Ice punch is a more reliable option for a consistant damage. It goes perfectly with thunder punch... Those two moves are largely outclassed by ursaring's other options.
-Fire punch rounds off the usable attacking options of ursaring. It is mainly gimmicky for surprise factor but it lacks the brute force of the other attacks or the great coverage they offer.
-Swords dance is mainly useless because ursaring doesn't have the speed to pull it off safely nor the defenses for taking a hit before it sweeps. Only good under trick room or double screens. Not to mention with guts, ursaring has enough power already to devastate entire teams!
-Bulk up is another option and for me a better one than swords dance because it buffs up it's subpar defense stat!

Sword Dance for boosting. Hammer Arm has a neat side effect that lowers speed, which is practically + speed in trick room. Ice Punch covers flying types, Amoongus and NFE dragons. Stone Edge has higher damage and covers flying types as well as fire types like Toarkoal. Earthquake hits rock types prettty hard, as well as fire type (mainly for coverage). Facade is awesome with STAB and the recoil orb damage. If you feel that you can survive for more than 4 turns, run Flame Orb. If you think you can't, run Toxic Orb. Trick Room lasts five turn so Toxic Orb is better...

Bulk up: Adds bulk, but also loses attack boost
Rock Slide: More accuracy over damage, and it has a nice flinch rate that works in TR.
Shadow Claw/Crunch: To cover Psychic types and Haunter and Golurks
Avalanche: For outside Trick Room Ursaring!

Ursaring is an interesting pokemon. It's comparable to Marowak, both have obscenely high attacks granted they are given an item that can never be taken away (the Orbs for Ursaring and Thick Club for Marowak) as well as good movepools, let down by awful speed. What sets them apart is typing, Marowak has STAB Earthquake, which is stupidly powerful and hits many things for super effective damage. Ursaring gets STAB Facade, which is ridiculously powerful but gets no super effective hits. Ursaring getting no super effective hits is pretty upsetting, but defensively, it allows immunity to Ghost Type moves, allowing it to wall Haunter, a top tier threat. It's defenses are also not nearly as bad as Marowaks, and can actually survive powerful neutral hits! But what makes it so, so powerful is it's abilities! There's...

Guts- Turns a scary NU bear to a terrifying godzilla monster with one of the highest attack stats in the game. STAB Facade doesn't need to be super effective to hit like a truck.
Quick Feet- Turns a disgustingly powerful and slow attacker into a very strong and very quick attacker. Brings about balance. I prefer this one, but others may differ
Unnerve- Only useful in NU against Harvest Tropius. Otherwise, it's useless.

I know the last slot looks ridiculous. Before that, lets look at Facade. 195 Damage off like 590 attack. Good luck to the opponent. Seriously, even when it's not very effective, it puts a serious dent in anything. Close Combat 'combats' Facade's weakness. Crunch takes down the everlasting wall that is Musharna. The last slot... Protect ensures the 1.5x attack, but lowers potential of attack, it's a fail safe. Swords Dance gives you attack verging on 1100, OHKO EVERYTHING BABY, but you might die or be crippled on the turn you Dance. Ice Punch takes down Altaria and the Eviolite Dragons, but mainly Gabite and Altaria. Thunderpunch is useless, i have no idea why i put it. Finally, Gunk Shot has high raw power, but is weaker than SD or Protect (in usefulness).

Ursaring is an interesting pokemon. It's comparable to Marowak, both have obscenely high attacks granted they are given an item that can never be taken away (the Orbs for Ursaring and Thick Club for Marowak) as well as good movepools, let down by awful speed. What sets them apart is typing, Marowak has STAB Earthquake, which is stupidly powerful and hits many things for super effective damage. Ursaring gets STAB Facade, which is ridiculously powerful but gets no super effective hits. Ursaring getting no super effective hits is pretty upsetting, but defensively, it allows immunity to Ghost Type moves, allowing it to wall Haunter, a top tier threat. It's defenses are also not nearly as bad as Marowaks, and can actually survive powerful neutral hits! But what makes it so, so powerful is it's abilities! There's...

Guts- Turns a scary NU bear to a terrifying godzilla monster with one of the highest attack stats in the game. STAB Facade doesn't need to be super effective to hit like a truck.
Quick Feet- Turns a disgustingly powerful and slow attacker into a very strong and very quick attacker. Brings about balance. I prefer this one, but others may differ
Unnerve- Only useful in NU against Harvest Tropius. Otherwise, it's useless.

I know the last slot looks ridiculous. Before that, lets look at Facade. 195 Damage off like 590 attack. Good luck to the opponent. Seriously, even when it's not very effective, it puts a serious dent in anything. Close Combat 'combats' Facade's weakness. Crunch takes down the everlasting wall that is Musharna. The last slot... Protect ensures the 1.5x attack, but lowers potential of attack, it's a fail safe. Swords Dance gives you attack verging on 1100, OHKO EVERYTHING BABY, but you might die or be crippled on the turn you Dance. Ice Punch takes down Altaria and the Eviolite Dragons, but mainly Gabite and Altaria. Thunderpunch is useless, i have no idea why i put it. Finally, Gunk Shot has high raw power, but is weaker than SD or Protect (in usefulness).

Gunk shot has that nice power, but it is awful. it has low accuracy and little coverage.

Please...no Pedo Bear jokes. You may think they're funny, but the stereotyping of pedos is even worse then that of gays. My graphic design teacher actually believes that the definition of pedophile is "child molester".

Anyway, too frail for doubles, too slow for singles...but this guy has a real niche in rotation battles as a guts abuser. In rotation battles, you can set up a tail wind or trick room with a teammate, and watch as Uraring crushes the opponent with an adamant, guts, toxic or flame orb set with facade. Since it's rotation, you won't have to worry about getting it in or out safely, entry hazards, or swapping back out to have a teammate set up the effect again. And since these fights are only 4vs4, even the orb damage is less of a problem.

In singles, you're better off with Conkeldurr or something that can actually take a hit.

Last edited by Zachmac; 7th November 2012 at 4:03 PM.

Venemo Oscuridad - 8 Battles
Anyone who says all pokemon are created equal cearly hasn't had much experience with Unown.

An interesting fact: ursaring is based on the big ursa (or big bear) star group so it is a star bear maybe some good puns can come from it.. what's can be said is said it have 2 good sets overall quick feet or guts both are quite strong but not durable ursaring needs a good support to sweep.

Originally Posted by Professor Oak

Only two things are infinite, the universe and the amount of zubat in caves, and I'm not sure about the former.

Countering Ursaring
-Pretty much anything that can get in at 100% HP (usually as a K.O. replacement) with either Sturdy Ability or a Focus Sash that has access to Counter, Reversal, Flail, or Metal Burst can ruin Ursaring's entire day (Sawk and Bastiodon immediately come to mind under the Sturdy half of things).
-Ghost Types can wall Facade and Fighting-Type Moves all day, plus most have Levitate Ability to ignore Earthquake, but all have to be wary of Crunch or Shadow Claw.
-Punishment VS Swords Dance-Ursa' and Foul Play in general are fun ways to use Ursaring's power against it.
-Mummy Ability, Gastro Acid, Skill Swap, Role Play, and Worry Seed are major ways to negate Ursa's main asset.
-Venoshock has some viability against Quick Feet-Ursa'.

Countering Ursaring
-Pretty much anything that can get in at 100% HP (usually as a K.O. replacement) with either Sturdy Ability or a Focus Sash that has access to Counter, Reversal, Flail, or Metal Burst can ruin Ursaring's entire day (Sawk and Bastiodon immediately come to mind under the Sturdy half of things).
-Ghost Types can wall Facade and Fighting-Type Moves all day, plus most have Levitate Ability to ignore Earthquake, but all have to be wary of Crunch or Shadow Claw.
-Punishment VS Swords Dance-Ursa' and Foul Play in general are fun ways to use Ursaring's power against it.
-Mummy Ability, Gastro Acid, Skill Swap, Role Play, and Worry Seed are major ways to negate Ursa's main asset.
-Venoshock has some viability against Quick Feet-Ursa'.

-Counter is something that always (or mosly) can beat a certain pokemon and isn't 2HKOed by any of his moves. so a sturdy pokemon don't count as counter maybe revenge killer or check.
-Ok.. but most ursarings will have crunch.
-Punishment is VERY rare.
-yeah use skill swap and get 2HKOed I don't think most cofagringus variants can do something against ursaring.
-Venoshock- again VERY rare outside of random gimmicks/noobs.

If something can counter it might be regirock and misrevious with another attacking move that isn't shadow ball they both can survive a hit and 0HKO or stall ursaring.
if anything protect is damn annoying and it can stall the status orb.

Originally Posted by Professor Oak

Only two things are infinite, the universe and the amount of zubat in caves, and I'm not sure about the former.

An interesting fact: ursaring is based on the big ursa (or big bear) star group so it is a star bear maybe some good puns can come from it.. what's can be said is said it have 2 good sets overall quick feet or guts both are quite strong but not durable ursaring needs a good support to sweep.

So you would need to do Ursa major (hope spelling is right), bigger bear (am a fan of space stuff). Then ursa minor should be one for tediursa. (Smaller bear). Maybe we need some joke about going north (as ursa major can be used to find north)

Basic but rarely used moveset. Quick Feet is what you should ONLY be using with this set, but if you truly want massive power, by all means use Guts. Last Resort + STAB has massive power anyway, but meh.

Being a mediocre trainer, I don't know how to pair moves well, but I know what should and shouldn't be on a certain movesets. This set does the opposite of Toxic orb + Quick Feet. Sometime Quick Feet isn't enough, so why not take advantage of Ursaring's less than acceptable speed? Designed for use with TRICK ROOM, Hammer makes you faster as well as good coverage. Return gets good STAB. Ice punch should be paired with Thunderpunch for amazing coverage. Shadow Claw for super effective hits on any annoying (bulky) ghosts or psychics. I'm told EQ is unnecessary cuz Fighting and normal basically cover better than Ground moves, but it's worth mentioning. Stone Edge is also worth mentioning. Guts > over Quick Feet bc this is a Trick Room set. You can pair with flame orb for amazing damage, or you could stick with a defensive attacker with lefties. If your opponent gets annoyed with you, they may give Ursa a status due to their rage, causing a free Guts boost!

Classic Sub-Belly Drum set. The moves/ ability and/or item decide whether Ursaring will be useful to you or not. CC for amazing damage, but paired with a must-have normal move will leave you helpless against ghosts. If a ghost switches in onto your Belly Drum and you have CC, you've wasted a whole pokemon. Shadow Claw will help you avoid this situation, but you'll sacrifice power. Return is good itself, but if you have used your other attacking move already, Last Resort will be very helpful. The problem is, if you're fighting a part flying type like Jumpluff and have just set up a Belly Drum, you would rather use Return > Shadow Claw > CC, meaning Return would be better than Last Resort for this situation. Next you have to decide whether you want power or speed (adamant or jolly, leichi or salac, quick feet or guts). Combine them to suit your needs, but keep in mind how much Ursaring needs power, and how much more it needs speed. Since you'll be hiding behind a sub and any kind of status basically means that Ursaring is useless, you can use Unnerve to prevent any kind of pokemon from using a berry. This set is like the Stock Market, if you choose to invest in this set, you have high Risk, but for the chance of high Reward

Last edited by 2406Blackbird; 8th November 2012 at 1:31 AM.

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Send a private message my way if you add me.

Basic but rarely used moveset. Quick Feet is what you should ONLY be using with this set, but if you truly want massive power, by all means use Guts. Last Resort + STAB has massive power anyway, but meh.

Being a mediocre trainer, I don't know how to pair moves well, but I know what should and shouldn't be on a certain movesets. This set does the opposite of Toxic orb + Quick Feet. Sometime Quick Feet isn't enough, so why not take advantage of Ursaring's less than acceptable speed? Designed for use with TRICK ROOM, Hammer makes you faster as well as good coverage. Return gets good STAB. Ice punch should be paired with Thunderpunch for amazing coverage. Shadow Claw for super effective hits on any annoying (bulky) ghosts or psychics. I'm told EQ is unnecessary cuz Fighting and normal basically cover better than Ground moves, but it's worth mentioning. Stone Edge is also worth mentioning. Guts > over Quick Feet bc this is a Trick Room set. You can pair with flame orb for amazing damage, or you could stick with a defensive attacker with lefties. If your opponent gets annoyed with you, they may give Ursa a status due to their rage, causing a free Guts boost!

Classic Sub-Belly Drum set. The moves/ ability and/or item decide whether Ursaring will be useful to you or not. CC for amazing damage, but paired with a must-have normal move will leave you helpless against ghosts. If a ghost switches in onto your Belly Drum and you have CC, you've wasted a whole pokemon. Shadow Claw will help you avoid this situation, but you'll sacrifice power. Return is good itself, but if you have used your other attacking move already, Last Resort will be very helpful. The problem is, if you're fighting a part flying type like Jumpluff and have just set up a Belly Drum, you would rather use Return > Shadow Claw > CC, meaning Return would be better than Last Resort for this situation. Next you have to decide whether you want power or speed (adamant or jolly, leichi or salac, quick feet or guts). Combine them to suit your needs, but keep in mind how much Ursaring needs power, and how much more it needs speed. Since you'll be hiding behind a sub and any kind of status basically means that Ursaring is useless, you can use Unnerve to prevent any kind of pokemon from using a berry. This set is like the Stock Market, if you choose to invest in this set, you have high Risk, but for the chance of high Reward

First Second and last are really helpful. Completely forgot about about Facade, whoops. Also I make (sometimes usable) gimmicky sets, just look at what it says under my name.

Of course all the other moves won't be used in the first turn. The idea is 1st turn substitute, 2nd turn belly drum, 3rd turn your other move (that is used when it that move can OHKO the opponent or when you're still behind a sub) followed by last resort on the 4th turn. Of course you'll probably not make it to the 4th turn, unless you are too good or the opponent is really bad.

Basic but rarely used moveset. Quick Feet is what you should ONLY be using with this set, but if you truly want massive power, by all means use Guts. Last Resort + STAB has massive power anyway, but meh.

Being a mediocre trainer, I don't know how to pair moves well, but I know what should and shouldn't be on a certain movesets. This set does the opposite of Toxic orb + Quick Feet. Sometime Quick Feet isn't enough, so why not take advantage of Ursaring's less than acceptable speed? Designed for use with TRICK ROOM, Hammer makes you faster as well as good coverage. Return gets good STAB. Ice punch should be paired with Thunderpunch for amazing coverage. Shadow Claw for super effective hits on any annoying (bulky) ghosts or psychics. I'm told EQ is unnecessary cuz Fighting and normal basically cover better than Ground moves, but it's worth mentioning. Stone Edge is also worth mentioning. Guts > over Quick Feet bc this is a Trick Room set. You can pair with flame orb for amazing damage, or you could stick with a defensive attacker with lefties. If your opponent gets annoyed with you, they may give Ursa a status due to their rage, causing a free Guts boost!

Classic Sub-Belly Drum set. The moves/ ability and/or item decide whether Ursaring will be useful to you or not. CC for amazing damage, but paired with a must-have normal move will leave you helpless against ghosts. If a ghost switches in onto your Belly Drum and you have CC, you've wasted a whole pokemon. Shadow Claw will help you avoid this situation, but you'll sacrifice power. Return is good itself, but if you have used your other attacking move already, Last Resort will be very helpful. The problem is, if you're fighting a part flying type like Jumpluff and have just set up a Belly Drum, you would rather use Return > Shadow Claw > CC, meaning Return would be better than Last Resort for this situation. Next you have to decide whether you want power or speed (adamant or jolly, leichi or salac, quick feet or guts). Combine them to suit your needs, but keep in mind how much Ursaring needs power, and how much more it needs speed. Since you'll be hiding behind a sub and any kind of status basically means that Ursaring is useless, you can use Unnerve to prevent any kind of pokemon from using a berry. This set is like the Stock Market, if you choose to invest in this set, you have high Risk, but for the chance of high Reward

First Second and last are really helpful. Completely forgot about about Facade, whoops. Also I make (sometimes usable) gimmicky sets, just look at what it says under my name.

Of course all the other moves won't be used in the first turn. The idea is 1st turn substitute, 2nd turn belly drum, 3rd turn your other move (that is used when it that move can OHKO the opponent or when you're still behind a sub) followed by last resort on the 4th turn. Of course you'll probably not make it to the 4th turn, unless you are too good or the opponent is really bad.

I actually meant in one game* (sorry about it) last resort is worse than return what if you are against a ghost with CC? then you waste a turn just to use last resort.. better go to return.. and also you will probably won't be able to do anything with 344 speed..

Originally Posted by Professor Oak

Only two things are infinite, the universe and the amount of zubat in caves, and I'm not sure about the former.

Ursaring would actually be a pretty amazing speed-pass receiver if you could pull it off. Specifically, if you could play carefully enough to get 6 Speed Boosts and a Sub up on Ninjask and pass that to him, and then use Swords Dance as your opponent broke the Sub and Guts activated, there's not much that could really stop you. Even with an Adamant nature, you still only get outsped by priority, and 2HKO everything in the game with ease.

I know that sounds like a tall order, but it's really not that much. Getting to +6 on Ninjask is really easy if you just spam Sub + Protect. The tricky part would be getting the Sub to Ursaring and/or finding an opportunity to use SD. Maybe if you can BP to Ursaring on a Gengar's Shadow Ball or something...

EDIT: Oh yeah, a couple of pun ideas.
"Teddy...Set...Go!"
"I can't bear these puns..."
"Are you fur real?"
"These puns are just embearrassing."
"Tanking Ursaring? That's bearly pawssible."
"It's pandamoneum!" (too bad he's not a panda, that'd be a really good one)
"Bear with me, I need to take a quick paws."

Got Pokémon X. Intend to get either Omega Ruby or Alpha Sapphire.
No info about my Friend Safari.
Vivillon Pattern: Polar
Looking for nicknamed, shiny, and/or have a hidden ability in GTS and may battle at anytime.
If interested, send a private message with your ID #.

+2 Atk + Guts Adamant Ursaring is insanely beastly. Facade is so insane at that attack stat it 2KO's 252 Def, 252 HP Multiscale Bold Lugia even through Roost and Leftovers about 75% of the time. It's a guaranteed 2KO on Lugia if it runs less physical defense and more Sp.Def or if it runs Calm rather than Bold. It's a clean OHKO on that same max physical defense Lugia if Multiscale is broken by something like Sandstorm, as long as Reflect isn't a factor. Obviously using Ursaring in Ubers is silly, but the Lugia example gives an idea of the scale of power that Ursaring has.

Last edited by Sceptile Leaf Blade; 10th November 2012 at 4:25 PM.

Master balls are the cheapest thing ever invented. It's more fun catching everything with balls that can fail. 'caught Latios in the wild without master ball ftw'

- Protect to get the burn from flame orb, Swords dance to get obscene attack
- Facade gets 210 base power so it should destroy atleast half of Ursaring's tier
- Close Combat pairs perfectly with Crunch or Shadow Claw, doing perfect coverage, excepting some pokes... Hammer arm is perfect for trick room, making its -1 spd a blessing
- Crunch or Shadow Claw, at your choice. Either choose the higher critical hit ratio from Shadow Claw, and a 10 base power decrease from Crunch, or the last one with 80 base power and a chance to lower DEF
My vote for next POTW is either Ferrothorn or Reuniclus, can't decide since I love trickroom

^I think we did ferrothorn already.. Crunch Shadow Claw and Close Combat is mosly better.
I wonder why people keep posting the same set over and over again.. it have like.. 3 sets and not so different (guts,quick feet and TR guts).. the rest are gimmicks.
choice sets are discouraged by his abilities which let him have a 1.5 boost to the stat a choice set would benefit with the ability to switch moves.
EVs: Ursaring: mosly 252 attack and 252 speed to outspeed most walls in NU not sure where is the point you outspeed the last NU wall but you never know.. maybe a golurk decides to run full speed inversment instead of bulk alway on all sets 252 attack EVs the rest can go to defense make sure the HP isn't divisible by 8 so you can take 8 burns (not like you will take all 8 burns but in the rare case you do)

On trick room sets 252 HP for maximal bulk.
A subtitute set with return can be used but it should be notes it is way weaker than facade and guts boost.

Last edited by Ilan; 10th November 2012 at 7:28 PM.

Originally Posted by Professor Oak

Only two things are infinite, the universe and the amount of zubat in caves, and I'm not sure about the former.

^I think we did ferrothorn already.. Crunch Shadow Claw and Close Combat is mosly better.
I wonder why people keep posting the same set over and over again.. it have like.. 3 sets and not so different (guts,quick feet and TR guts).. the rest are gimmicks.
choice sets are discouraged by his abilities which let him have a 1.5 boost to the stat a choice set would benefit with the ability to switch moves.
EVs: Ursaring: mosly 252 attack and 252 speed to outspeed most walls in NU not sure where is the point you outspeed the last NU wall but you never know.. maybe a golurk decides to run full speed inversment instead of bulk alway on all sets 252 attack EVs the rest can go to defense make sure the HP isn't divisible by 8 so you can take 8 burns (not like you will take all 8 burns but in the rare case you do)

On trick room sets 252 HP for maximal bulk.
A subtitute set with return can be used but it should be notes it is way weaker than facade and guts boost.